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You never really hear about PS3 homebrew, do you? After hacking my PS3, I found out why. It's a fucking pain in the arse.

If you know where to look, and join a private discord, you can find people modding old PS3 games. I almost found myself motivated to pursue this when I found out that fans have brought back MGS4's online mode, but that didn't feel like something I needed. Apparently, having the whole of Revolver and Magical Mystery Tour as Rock Band DLC was.

I guess it speaks to how earnestly I love The Beatles. They weren't just a bunch of guys who played good songs. When they emerged out of the early sixties, they were like a whole new kind of person. They broke the conventions of what an adult was supposed to be, and with their wit, intelligence and compassion, made all those guys look ridiculous. They made it okay not to live for the expectations of society or your family name, but your passions. Maybe you're not a fan of the band personally, and that's fine, but I think if you have any interest in pop media, fringe political thought or the embrace of foreign cultures, I think you owe some gratitude to The Beatles' influence. I can't imagine there would be a videogame industry without The Fabs. (This is beside the point, but did you know all those Atari 2600 cover artists were Yellow Submarine animators?)

Playing PS3 Rock Band in 2024 at all is a pain in the arse. If you didn't buy all the equipment 15 years ago, and held onto them for the following decade and a half, you have some very expensive eBay purchases ahead of you if you want to get in on this. I've still got a couple of the guitars, but thanks to multiple house moves, and weird, malicious flatmates who may not have appreciated my vocals on Debaser, those USB dongles were long gone. And it's not as if you can just buy any old dongle. With very few exceptions, they will only pair with their specific controller. And I have one of those fancy George Harrison Gretsch Duo Jets that you couldn't even buy in highstreet shops. I'm not willing to readily give up how much I spent on the dongle when it finally showed up for sale. Unless you're emulating (and seriously, if you're new to all this, please consider emulating), there's no new devices that are compatible with the PS3 games. Harmonix remedied this a little bit with the release of Rock Band 4, which supported full song exports for the previous games (which require DLC keys that are no longer purchasable) and are still playable on PS5 and Xbox Series consoles today, but one-off games like The Beatles Rock Band, which didn't allow you to transfer their highly-valued content to other titles, are still trapped on PS3, Wii and 360, with all their awkward "it made sense at the time" quirks.

So, hacking. I'm not confident I can recall the process well enough to provide even the most rudimentary of tutorials, but if you're going to hack your PS3, you'll need to be on a specific outdated firmware release, and it matters what kind of PS3 you have. You can utilise custom firmware on original PS3s and some slim models, but if, like me, you currently own a "superslim", you'll have more limited access to homebrew software. You can still do it though, with the Homebrew Enabler software ("PS3HEN"), but it's just a little more awkward. Each custom song needs to be transferred to the PS3 via FTP software (something that the installation guidelines only give a cursory mention of, and I hadn't used since college), you may need to make a direct Ethernet connection between your computer and PS3, and you'll need to keep every track in a special folder on your PC to use an executable to recompile the full tracklist each time you want to modify it. You also have to transfer over a special bit of software to make the game modifiable in the first place, and in the haze of everything I tried and retried, I really can't remember how I did this. This isn't a casual undertaking.

I'd argue Harmonix are one of the most under-valued development studios out there. Even in their smaller games, like Super Beat Sports, that nobody cares about, they're stuffed to the brim with extra modes and optional content. Rock Band was an insane logistical undertaking. Not only are thousands of songs accurately transcribed for multiple instruments and difficulty settings, but the on-stage bands are authentically animated, too. They made enormous bespoke electric drumkit controllers and sold them to American normies. By the peak of all their energy and ambition, on Rock Band 3, they were even including tracks for two backing vocalists, "Pro Guitar" mode (which would have you plug in either a midi-compatible electric guitar or a special, expensive plastic one with buttons on every string of every fret, to play the real guitar parts) and keytar, and barely anybody was playing the game like that. That doesn't even scratch the surface of how much of an undertaking it was to acquire the licences to an incredible range of pop and rock songs from a huge number of different publishing houses, and re-sell them. Of course, modders don't have to worry about the legal aspect, but it's just as ambitious for them to attempt reverse engineering the game to play home-made content and match the level of quality that Harmonix established.

There are amateurish custom Beatles Rock Band DLC tracks out there, but they're not the ones made by the core TBRB Customs devs. For the most part, you'd really struggle to tell them apart from the official Harmonix ones without prior knowledge. Sure, they have to lean on the handful of environments that were established for the original game, some of the surreal Pepperland visuals wear a little thin when applied to multiple songs, and in a post-Get Back world, Twickenham and Apple Studios seem like crucial Beatle locations, so it's a shame that they haven't been incorporated, but man, they managed to hack the Magical Mystery Tour bus into this. Would you have even the slightest idea how to make your PS3 games do that? They've been pretty clever, utilising the established assets to animate each new song, and the multiple costume changes during Glass Onion's callbacks are a particular treat.

TBRB Customs have set themselves the goal of creating custom DLC for every studio-recorded Beatles album, including the Past Masters singles collections and Giles Martin's remix album, Love. It's a lofty ambition, and the team have approached the to-do list with a completionist mindset. Frustratingly, this means that many of the most wanted tracks have been held off on for now, while we're stuck pissing around for the files for Sie Leibt Dich and Hold Me Tight. So far, there's been a huge number of tracks from With The Beatles and A Hard Day's Night, but no All I've Got To Do or You Can't Do That, and I personally find that extremely distressing. No Baby's In Black, no Hide Your Love Away, no Bad Boy, upsettingly few White Album songs - we're promised them in the future, but apparently, there were no new releases in the whole of 2023, and the team's recent focus has been on making previous tracks available for the Wii version of the game. I really want to believe they'll complete the tracklist, but I worry their energy may run dry when they see how many years they'll need to devote to the process.

There's also the fact that the modders seem to be young American Beatles fans. The kind who cried over 2023's Now & Then and think all of Paul McCartney's solo career is worth paying attention to. They don't have the same interest in the back catalogue as us slightly older fans who still think John was the big Beatle to like, despite the things he's alleged to have done after hearing of Nixon's reelection. They're insular and memey, and if you look into the more amateurish Anthology and Solo Career projects, you'll have to wade through some rake of Spongebob shit to get some comparatively rough content. It's very annoying that they've made a custom track for George's terrible White Album off-cut, Circles, while we're still waiting for Happiness is a Warm Gun, but I shouldn't upset the babies too much while they're working so diligently on my precious Rock Band DLC.

There's always a bit of a fear of custom Rock Band stuff. The most hardcore fans seem to be those who never got over Through the Fire and Flames, and not just guys who really like songs. While the focus in this DLC has been on matching Harmonix's precedent, there's still a wee bit of that Guitar Hero elite in here. We were never supposed to play the tape loop at the end of Strawberry Fields Forever, and I think you know this. Please take your job more seriously, unpaid hobbyists.

Many have approached the custom content as a thing strictly for emulators, and sensibly, it's the only way I can recommend a fan to go through this rigmarole. That strips out so much of Rock Band's appeal for me, though. For me, accessibility was such a draw to these games. I've played them at house parties with exchange students who really struggled with conversational English, but were delighted to see those falling note icons and become part of the band. If fellow Big Bad Beatleborgs are over, I can show them my special game that has twice as many songs as anybody else's copy, and we can delight in playing the whole of the Long Tall Sally EP. Nobody should go through the embarrassment of having to navigate a docked Steam Deck in front of another person. Now I've got everything set up, Beatles Rock Band is just as inviting to casuals as it was in 2009. I can grumble about minor details or the trajectory of the project, but really, it's so cool that any of this is possible.

I love the way exploration works here; the refusal to budge on fast travel save for diegetic ox carts, snatching back dark arisen's infinite ferrystone, and stretching the landmass both horizontally and (especially) vertically is wonderful. in many, many ways it's a bigger, slower, denser game, and they did it all while focusing on the most mundane environments devoid of giant theme park attractions bulging from every flat surface

likewise I love the idea of elaborating on the sense of traversal and moving toward a holistic spirit of adventure. deteriorating health ceilings aid attrition and help answer the inherent slime of menu heals, and having campfire rests operate as something of a risk/reward mechanism goes a long way toward giving each journey a greater heft and substance

even something as transparently gamey as designing the map as a network of funnels and chokepoints stippled with smaller threats and crosshatched with bigger ones was very clever; it's all just nouns crashing against nouns as they fire down chutes, but when coupled with the meaty physicality of the game's interactivity it goes a long way toward building up those Big Moments

but the consequence of trash mobs operating as speedbumps means moment-to-moment encounters operate more as filler than anything you could consider independently engaging scenarios. it also means that despite the map being several times larger than gransys it ends up feeling a lot more suffocating due to all the overlapping nouns slamming and interrupting each other without end

I just about luxuriated in the rare opportunities to enjoy brief spells of negative space; I savoured it like one of those FMV steaks. I'd kill for more moments like the arbor or the battleground where I was able to inhabit the world as a pilgrim or wanderer rather than serial wolf slaughterer or battahl sanitation expert, but they're very few and far between

there's no escaping the impenetrable walls of goblins, wolves, harpies, and saurians polluting every inch of the world. the already slender DD bestiary's been ported over nearly 1:1 with about as many additions as subtractions, and between the absurd density and massive landmass the variety ends up looking and feeling significantly worse than it did when it was first pilloried twelve years ago in a notoriously incomplete game

when the Big Moments do happen they're often spectacular, and it's easy to see why the chaotic intersection of AI, systems, and mechanics was prioritized so heavily and centered as the focal point of the entire experience. early on every bridge that breaks behind you, every ogre leaping from city walls, and every gryphon that crushes your ox cart feels huge and spellbinding; the game's at its best when all the moving parts align just right to achieve dynamic simulacrum, leveraging unpredictability to carry encounters well above their station

where that stuff loses me most is in the complete lack of friction. for a game with so many well considered means of drawing tension out of discovery it manages to render most of them meaningless when you're never being properly threatened enough to let them kick in. camping, eating, crafting, consumables, ambushes, and setpieces all take a significant blow from the chronic lack of bite, and it's frustrating to see so much potential go to waste when everything's already set up unbelievably well for success

even if you choose to go it alone, or do as I did and run with a party of two (ida + ozma: wily beastren + weakest creature), it only does so much when every corner of the map has CAPCOM Co., Ltd superpawns and npcs popping out of the ground to aid you unbidden and monsters are all mâché sculptures begging to be stunlocked. where's hard mode? why does it feel like everything DDDA did right got ignored? we just don't know

I'd have been happy if the game yanked a bit of control back with some kinda endgame/post-game dungeon, but there isn't one; there aren't really dungeons in general. in opting for quantity (50+!!) over quality we end up with none of them feeling particularly curated, and none of them having the scope or menace of the everfall, let alone bitterblack. no ur-dragon either, which is just baffling. the entire run from endgame to post-game is a gaping hole where something oughta be but certainly isn't

when I hit credits I felt almost confused, like I'd just been tricked into playing a remake or reboot of the original dragon's dogma that somehow had less material stretched even thinner. I enjoyed what I played for the most part, but the more thought I put into it the more it feels compromised and unfinished in all the exact ways itsuno promised over and over it wouldn't be this time around

there's a lot to love here: stuff like fucked up modular teeth, the sphinx, seeker coin platforming, pawn bullshitting, the dragonsplague, cyclops ragdolls, opaque sidequests, intentional tedium, and routinely bizarre interactions. much of what was good in the past remains good, and even bits that stumble backward generally land someplace close to decent regardless. some of the vocation/gear downgrades aren't to my liking, and there's an odd shallowness that hangs over the experience, but I think I liked it?

I just don't really get it

been playing hella yugioh and moved back 2 my parents place which might indicate illness & questionable judgment 2 some (🧍‍♂️) but confident in saying this is juiced. played this with a 2016 mod or smthn similar that added in cards up until then & just went absolutely 2 town with some green/white creature spam. just gets that i like being teased a lil with some perfunctory side quests and random encounters until i can go in the shop & get that one absolutely busted card that'll take my deck from celtics shaq at the free throw line brick machine to the most consistent bomb after bomb pile u've seen since the obama administration. late 90s British pc gaming influence all over this tooooooo every piece of armor is grainy as fuck all the sorceresses & enchantress sprites are just recolored elviras every creature from beyond the grave has glowing red eyes. shit just closes itself automatically when u beat the game too no credits no nayfin this is just gaming at its finest man.

There's a lot of promise here, but in its current state the enemy scaling absolutely ruins the entire experience. No area is scaled for starting level characters, and even the earliest bosses have complex and difficult movesets.

The Angelic Siege Golem (pictured on the cover here on Backloggd) is a great example, and the first boss I found in the game. The basic moveset of the boss is that of the Iron Golem boss from Dark Souls, but with the knockdown gimmick of the Tower Knight from Demon's Souls. That sounds fine for a first boss, right? Well, once you've worked your way about 30% into its gargantuan health bar, he gains magic spam that follows some of his basic attacks, and around 50% health, he starts teleporting across the arena and doing the Valiant Gargoyle's vacuum slice attack from Elden Ring, which oneshot me the only time I got hit by it. The bosses are maddeningly overtuned. I was level 15 and had a +3 fire longsword when I managed to beat the Golem, and it was gruelingly hard.

The second boss is far worse. An obvious reskin of the Cleric Beast from Bloodborne, but it's styled as a Pus of Man type monster now. This boss is in the same area as the Golem, but has even more health and does even more damage. I was still using the +3 fire longsword, which I expected to be a very strong choice against this boss; both Bloodborne beast bosses and Pus of Man monsters in Dark Souls III are extremely weak to fire. My sword did 102 damage on an r1 attack, barely scratching the massive healthbar of this extremely aggressive, very lethal, difficult to dodge boss. Oh, and I had gone out of my way to acquire the Soul Fog spell, which seems to poison the target and does good damage, but this boss seemed nearly immune to it (took 12 damage over the course of about 2 seconds, then nothing). I gave up on this boss after a couple attempts and haven't touched the mod since.

I ran around the starting areas of every Archthrone, but all of them were scaled so aggressively that I couldn't hope to fight through them. I barely found any new weapons or spells, and upgrade materials were incredibly sparse.

If the developers scale the enemies down to a reasonable level or let the player gain levels much quicker in the early game, this mod definitely has the potential to be something special. As is, I wouldn't recommend it to anyone who isn't a challenge runner of some kind. It just isn't fun.

I will update this review or make a follow-up if I end up playing more of the demo.

Edit: apparently there was a balance patch, so I will be revisiting the demo.

A few months before this game was released, Yasunori Mitsuda made a blog post saying that he would no longer work with composers outside of his studio. He doesn't mention Sea of Stars explicitly, but considering the feelings he discusses in the post combined with Sabotage's use of his name to promote a game that he only contributed twenty minutes of music to, the experience was likely an alienating one for him. One minute you're a hired hand on a retro RPG, the next you're the linchpin for a set of insurmountable nostalgic expectations.

I lead with this because it's an effective symbol for Sea of Stars' haphazard approach to "borrowing" from its influences. It isn't that Mitsuda's music is better than the rest - although some of the tracks in this are plodding Quest 64 pisstakes that I certainly wouldn't want to be associated with - but that the game tries to staple it and any other homage material onto itself as though the magic will still hold without any kind of context. The fact that the reference exists is paramount; the meaning that the reference supported in its original incarnation is unnecessary. This is most egregious in the empty story, twenty-five hours of plot for plot's sake, and though I won't spoil the game/waste my time belaboring how this fails in its many attempts to emulate Chrono Trigger, I will say that everything from start to finish(es) around Garl is spectacularly mishandled. Expecting me to care about someone named Garl is already an insane ask; making him this insipid and one-dimensional to boot puts the nail in the proverbial coffin.

When the game does step outside of its comfort zone and attempts synthesis or originality, it finds some success. Though I don't love the sickly lighting or the overly busy palettes, this is still an impressive graphical achievement. The first journey across the Sea of Stars gave me a little sensory rush that this medium rarely does anymore. As a mechanical experience, its interesting resource management and strong second act ultimately collapse under its balance issues, shallow growth and equipment progression, and lack of difficulty. The emphasis on combos as a means to round out the tiny movepools falls flat because outside of Mending Light they have no utility beyond breaking an awkward lock. Your best option half of the time is just a supercharged Moonerang anyway, so most combats play out the same way, and boss fights are often too long.

I think this might hit for a young or novice RPG player, but it would also be a shame to start them here when Chrono Trigger et. al. are so much richer and more meaningful. This is mostly just branding-first pay-to-play nostalgia and its rapturous reception will probably look like Kickstarters' remorse after a few years of hindsight.

you know that when you enter a metaphorical mindscape and its literally filled with giant neon signs that say TRAUMA you are experiencing the work of sophisticated and mature artists

combat, traversal and narrative in this game are agonizing but the environmental design and a lot of the OST are inspired

I wonder how the other scientists feel about Rosenberg having a higher fidelity head than them.

i'm only technically speaking on the manga that came alongside the release of this bc the game itself is largely untranslated, but this is seriously such an underrated branch of imas. it's its own distinct thing while also being a expansion of the universe allstars originally put forward with some actual substance behind it. the lack of the self-insert producer + idol/unit relationship also feels fresh here, like i am a harukaP before being a human and the other allstars are all great in their own rights too, but ds framing each idol's story not as their story for you to roleplay within, but those of their story AND the fleshed-out people in their lives too, is something i wish even the core imas games would shift towards a little more.

there's a common thread between the three 876 pro idols as responding to their specific challenges that the industry places on them that really endears me to them too. i am ride or die for both eri, the anxious hikki net idol (the portrayal here might seem sterilized and lacking in self-awareness in a post-riamu world, but that is a good thing in a way lmao) trying to break into the irl world, and ryo, a boy reluctantly marketed as a girl which sounds awful BUT, swear to god, when taken as something resembling a trans guy narrative it is actually kind of good? seeing him again in sidem makes me proud of him with the context of this game. unfortunately ai's scenario is the worst of the three, not so much her fault i dont think--her want to step out of her superstar mother's shadow is a compelling pitch in itself--but more how said mom and her manager are not that great as complementing characters. the ones supporting eri and ryo are awesome though, especially motherfucking REIKO in eri's story who is an ideal every producer should aspire to and one of the best non-idol characters the franchise ever had imo.

idolmaster has so many strange iterations of itself that can be imaginatively connected with each other, even if very obliquely, and forming that puzzle with its characters pulled from these points in time and space makes it special to me. i ascribe alot of this to allstars stuff (the "core" console games from what ive played/seen and relevant manga and anime and whatnot) but dearly stars is absolutely its own interesting part of that quilt. i do partly mean it literally is in that same world, the 765 pro girls appear as established characters whose personalities help color the 876 idols in consistently cool ways. but more importantly i also mean that none of the mobage branches, not even million live which is set in 765, feel like a serious continuation of those kinds of stories, ones of tough business and evolving relationships, like dearly stars is. i wish imas would be seen for that more often.

Far and away the most egregiously misguided attempt at myth-making in games history. This isn't the worst game ever. It's not the weirdest game ever. It is not the 'first American produced visual novel.' Limited Run Games seems content to simply upend truth and provenance to push a valueless narrative. The 'so bad it's good' shtick serves only to lessen the importance of early multimedia CD-ROM software, and drenching it in WordArt and clip art imparts the notion that this digital heritage was low class, low brow, low effort, and altogether primitive.

This repackaging of an overlong workplace sexual harassment/rape joke is altogether uncomfortable at best. Further problematising this, accompanying merch is resplendent with Edward J. Fasulo's bare chest despite him seemingly wanting nothing to do with the project. We've got industry veterans and games historians talking up the importance of digital detritus alongside YouTubers and LRG employees, the latter making the former less credible. We've got a novelisation by Twitter 'comedian' Mike Drucker. We've got skate decks and body pillows and more heaps of plastic garbage for video game 'collectors' to shove on a dusty shelf next to their four colour variants of Jay and Silent Bob Mall Brawl on NES, cum-encrusted Shantae statue, and countless other bits of mass-produced waste that belongs in a landfill. Utterly shameful how we engage with the past.

Bonus Definitive Edition content:
Limited Run Games is genuinely one of the most poorly managed companies on earth and I will never forgive them for giving me a PS5 copy of Cthulhu Saves Christmas instead of what I had actually ordered, a System Shock boxart poster. They also keep sending me extra copies of Jeremy Parish's books. Please, I do not need three copies of Virtual Boy Works.